Who is Space Ballz?
As always we open with a screen shot.
Space Ballz is revamp # 3 on my journey to make a friggin game. I'm feeling pretty good about this design. I've got this obsession with crossing puzzle games with more reflex based games and the so far titled "Space Ballz" is just that.
So here's whats going on: Your goal in every level is to score a set amount of points in a given amount of time (the time part is not implemented yet). To score points, you need to steer your ship into the colored balls being shot around the enviroment. As you collide with balls they are put into a chain behind you. Now you can cash them in for points - simply right click and all the balls will break and you will earn points if they are all the same color. The moment you collect a ball that is not the same color as the ones in your chain all the balls will be tossed back into the enviroment. You need at least 2 balls to score any points but the amount you earn increases drastically with each ball in the chain - so your risk is that you could lose everything while potentially getting a killer chain.
What we've got here is the basics to the game. Once I get the timer part implemented (for the next proto that is task #1) then I'll try to put out a few levels. So for now, focus on the controls and tell me what you think!
Posted by
Naveen Nattam
at
2:40 AM
2
comments
Space Ballz!
I'll give more details later, but there is a proto for a new design I'm working on. Its Heavy + Luxor...if that makes ANY sense...
Posted by
Naveen Nattam
at
8:08 PM
0
comments
Thx for the givins
Well the holidays are getting pretty darn close to wrapping up. At this point, I have about one more day left. Sadly our flight is at 5:30 am from Fort Wayne to Detroit (and then to Philly by 9). While this early timing sucks in terms of the amount of sleep we will be getting, it is actually kind of nice to have a full day back before hitting work on Monday. Definetly need some down time to (apologize for the words) flush the system.
Another reason to look forward to Sunday is some time with L4D2 (still awesomin) and also enjoy a nice $34 copy of Borderlands (for PC). Steam launched some awesome deals for the holidays and Borderlands was on sale for %33. Bless Steam :)
I've been interested in Borderlands for awhile but after being hurt so bad by Hellgate London and its utter failure to fufilll its promises of merging FPS and Action RPG gameplay together, I am pretty hesitant. I've heard three pretty convincing arguments - 1 of which indicated that playing solo was pretty fun. Hopefully my PC won't have too many issues playing it. I'm looking forward to using the Soldier class and mastering the wasteland critters with my turret of doom. Good god I'm a nerd :)
In other news, I'm still working on my side project. I did an overhaul recently to the graphics system allowing me to do some more fun effects with my GUI. This slowed me down from real production for a bit but I think in the long run it'll pay off. To keep you all informed, the new 'prototype' that I hope to put up later this week is the same controls as Heavy but now you are trying to collect colored balls that come out of cannons placed in the level. Once you collect six balls, you earn points for linear 'matches' in your collection. The objective in each level is to get a set score as fast as possible to progress to the next level.
What I'm waiting for is making sure that all the primary game logic is working, putting in just enough visual/sound effects to get the basic feedback in, and at least 3 levels to show of potentials for design. Hopefully I can get something up to you all soon.
Posted by
Naveen Nattam
at
10:54 PM
0
comments
For the Party Poopers...
If you are in the camp that thinks there is no difference between L4D1 and L4D2, here's a f**k you from me to you.
Just kidding..but seriously..I go the chains in the back.
Posted by
Naveen Nattam
at
7:48 PM
0
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L4D2
I just played the first campaign (Dead Center) by myself.
That was the single most amazing time I've ever had in an action game ever. It was so good that I wanted to cry tears of awesomeness over and over again.
And that was just on normal.
ZOMG. ZOMG. ZOMG.
Posted by
Naveen Nattam
at
2:50 AM
0
comments
Looking for ideas
I want to take Heavy's control mechanics and cross it with a simple puzzle game (like match 3, etc) to end up with a hybrid genre thing.
Anyone have any ideas?
Posted by
Naveen Nattam
at
12:53 PM
1 comments

